Silent Hill: Townfall features five distinct endings, a staple of the long-running horror series. Two of these, the Dog and Sci-fi endings, are exclusive to New Game Plus and offer a humorous or strange departure from the game's usual tone. All endings are determined by a combination of enemy kills and discovered clues and documents, with specific actions required for the New Game Plus variations.
Standard Endings
The first three endings—Abandoned, Justice, and Forever—depend on the balance between the player's combat encounters and their discoveries. Discoveries encompass all clues and documents found throughout St. Amelia. Kills are the enemies defeated during gameplay. A subtle sound cue often accompanies both actions, and while IV Bag usage might also play a role, the ratio of kills to discoveries is the most reliable indicator for these endings.
To achieve the <strong>Abandoned Ending</strong>, players should aim to kill significantly more enemies than the number of clues and documents they find. This is the most common outcome, often resulting from a first playthrough where combat is prioritized.
The <strong>Justice Ending</strong> requires the opposite approach: minimize enemy kills while maximizing discoveries. This means avoiding combat whenever possible, with exceptions for unavoidable encounters like the Fallen in Part 4 or The Weight at the end of the game. Collecting every clue and document is essential for this outcome.
Achieving the <strong>Forever Ending</strong> is the most challenging due to its narrow requirements. Players must maintain a nearly equal number of kills and discoveries. This balance is difficult to achieve naturally and requires careful tracking. A suggested strategy is to avoid combat early on, then engage enemies strategically to match the number of documents and clues found. If the credits roll without achieving this ending, reloading a save to find more discoveries or eliminate a few more enemies may be necessary.
New Game Plus Exclusive Endings
Both the Dog and Sci-fi endings are accessible only after completing the game at least once and starting a New Game Plus playthrough.
The Dog Ending
To unlock the Dog Ending, players must find three specific Coins scattered throughout the game and deposit them into Guide Dog Banks. These banks are located in different areas and require progression through the story.
The <strong>Bronze Coin</strong> is found in the back room of the Video Star store during Part 1: Simon. The first <strong>Bank</strong> for this coin is located outside a store across from the Pharmacy on Main Street.
During Part 4: Clara Woods, the <strong>Silver Coin</strong> can be found in a garden shed after navigating an alleyway strewn with corpses. The second <strong>Bank</strong> deposit for this coin requires the Boltcutters, found in the back entrance of the Laundromat on Prosperity Way.
For the <strong>Gold Coin</strong>, players must progress to Part 6: Simon and complete the CCTV command console puzzle in SWDP. After opening the door to Valve F, use the console again with the input '793' to open a door below, leading to the Gold Coin. The final <strong>Bank</strong> is located at the end of a long red hallway in SWDP, accessible after completing the valve puzzle.
Depositing all three coins into their respective banks and completing the game will trigger the Dog Ending, where a canine friend intervenes in a critical moment.
The Sci-fi-lent Hill Ending
The Sci-fi-lent Hill Ending also requires New Game Plus. Players will need to find the Strange Access Card, interact with three specific Strange Books, and then use the card on the final door. Finding all Strange Postcards is also recommended, as they reveal a code necessary for obtaining the Strange Access Card.
<strong>Strange Book #1</strong> is located under the bedside table in Zoe's bedroom during Part 1: Simon.
The <strong>Strange Access Card</strong> is obtained by entering the Haldane Hotel in the Otherworld Town Square during Part 2. Upstairs, a door with a keypad requires a code derived from all 15 Strange Postcards. The code sequence involves specific button inputs on the keypad: Bird, Tree, Planet, Bird, Triquetra, Satellite, Satellite, Fish, Rocket, Planet, Dog, Pillar. Upon unlocking the door, the card is on a dresser.
<strong>Strange Book #2</strong> can be found on a bookcase within a charity shop in Atlas Square during Part 4: Clara Woods, after answering the phone.
<strong>Strange Book #3</strong> is acquired in SWDP during Part 6: Simon. After the CCTV command console puzzle, use the console with the input '621' to open a door below, which leads to the book.
Once all three Strange Books have been interacted with and the Strange Access Card collected, use the card on the reader next to a door in SWDP after completing the valve puzzle. This action unlocks the path to the Sci-fi-lent Hill Ending. Completing this ending also rewards players with the Pistol 3000, a new ranged weapon for subsequent playthroughs.